2025-06-12 17:16:31 +07:00

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Texture Packer

Overview

This guide explains how to use a Texture Packer workflow to bundle multiple image assets into a single atlas texture file. This enhances performance by reducing draw calls and improving load times.

Overview


Configuration

Prepare Assets

Place finalized image assets into the Raw-Assets folder. These assets will be included in the texture atlas.


Create a New Sprite Sheet

  1. Launch TexturePacker
  2. Drag and drop your image assets
  3. Set Data Format to:
    • Cocos2d-x or
    • Cocos Creator
  4. Configure atlas settings such as:
    • Max size
    • Padding
    • Trimming options
  5. Set output location
  6. Configure scaling variants (explained below)

Settings


Option Value
Trim Mode Trim
Texture Format PNG-32
Max Size 2048x2048
Force Squared Enabled
Export Multipack Manual
Allow Rotation Enabled

Scaling Variants Settings

Scaling Variants allow you to export multiple resolution versions of the same atlas (e.g., desktop vs. mobile).

Setup Steps
  1. Open the Scaling Variants panel
  2. Set Preset to Custom
  3. Click Add to create new variants
Variant Name Scale Suffix
desktop 1.0 (none)
mobile 0.7 @0.7x
Example Scaling Variants

Scaling


Export Output

When exporting, TexturePacker generates:

  • .png — Sprite atlas image
  • .plist / .json — Metadata with frame coordinates and dimensions

Example:

folder File